From: James T. <jm...@dc...> - 2001-06-21 18:44:54
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On 21 Jun 2001 13:30:05 -0400, David Megginson wrote: > Show us, show us, show us! I don't care how rough it is right now, > and I don't care if you're using Mickey Mouse for the ocean textures > until you find something more appropriate -- please, if at all > possible, post a picture of output in a public place and send us the > URL. This would be an enormous break-through for consumer-level sims > if we could actually make it work. Umm, this is problem. It's still 'what I handed in as my final project'; there are NO textures (though that should be simple) and NO elevation data, until I go through the TerraGear source (curt might be able to help here) and work out the best way to merge in the existing DEM processing without generating huge meshes. > How do your timings vary between flat and mountainous terrain? Hah. see above. Built up area is ~18,000 tris for 16x16 (that's super dense), quieter areas are down to ~2,000; but depending on which filters you select, this varies by orders of magnitude. Eg, if I get the field-subdivision working, that will mean a big jump. Similarly if you smooth rivers and high-ways more you're going to get higher counts. And if someone implements object-placement filters (sit down building like FS2002 is doing) then it's going to get worse. The good thing is it's scalable on the client; if you graphics card is slow, you just use a different script to control the generation, so less geometry is created. > It sounds like you should be integrating it into SimGear rather than > TerraGear; it would essentially make TerraGear obsolete. I need to pinch a *lot* of code from TerraGear; the current tesellator sucks (it's the GPC one), hence the high triangle counts above. Also the current terrain processing needs to stay to help decimate the DEMs before distribution. So it's kind of both. > > I'd be thrilled to try out what you have so far and see what I can > suggest. Have you considered setting it up initially as an > independent SourceForge project? That would give you CVS, etc., for > sharing the work around. Well ... hmm I'd rather keep it closely coupled to FlightGear, becuase it needs both TerraGear and SimGear to compile. Not sure. Need to think about this one. Anyway I'm busy with WorldForge stuff up until LinuxTag, so nothing much is going to happen until after then (though Alex Perry and co will get a sneak preview if they ask nicely :-) James |